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Treyarch ModTools Wiki!
JD has posted about the Treyarch Mod Tools and Wiki over at the callofduty.com forums...
Hi everybody!
I'm pleased to introduce you to the Treyarch ModTools Wiki!
http://wiki.treyarch.com/
At this wiki, you will find all the documentation you should need for creating custom maps and mods! We've put a great deal of work in providing such an extensive library of documentation, and are providing an entire mod with the mod tools distribution, with documentation on the wiki for every aspect of that mod.
The hope is to allow you to side-by-side recreate our mod by following the steps on the Wiki, to learn the skills necessary to go out there and make your own great games!
The mod tools will be released shortly - they are finished and are going through the final stages of QA now and will be released as soon as they are cleared. You will find a mirror list on the Wiki, and it will be announced on CallOfDuty.com as well. We're targeting for a tomorrow release...
Worms World has released an update for the PAM mod for CoD 4...
Bug Fixes:
- Weapon Limit issue at halftime is fixed.
- Timeout/bomb defuse bug is fixed.
- Stock Bug Fix: Sabotage Overtime Scoring bug fixed when bomb explodes AFTER all of the defusing team has already died.
- Fixed a bug in the scorebot with the // delimiter not showing up right.
New:
- Removed obsolete security method since .ff files are no longer secure and moved all files possible to the IWD file.
- Patch maps can now have the effects removed (Killhouse does NOT work).
- New IWD file security system will list the loaded IWD files on the server (even server side only IWD files) and show if the devmap is currently running on the server.
- New options for bullet penetration issues. Bullet Penetration can be turned OFF, or you can set a multiplier for the amount of damage given by bullet penetration.
Promod (Raf1) advances implemented in some form:
- Can disable the auto-aiming capability of the melee attack.
- Ability for a player to drop the bomb if playing without multibomb on.
- There is an option to have the server automatically configure the clients' dvars for potentially higher FPS and ping values. The downside being that it takes some of the "pretty" out of the game.
- Ability to turn off the player's head bobbing motion.
JD has posted about the server downtime and stats over at callofduty.com forums...
Hello everyone,
So it was a long weekend for all of us, and I appreciate your patience as we worked past a service outage.
What happened was, we made a game that so many people wanted to play (alright you got me, I’m bragging!), that our master servers were inundated with authentication requests which simply got back-logged. This resulted in response times that exceeded the hard-coded timeout thresholds in the game.
It was a problem that has been 100% resolved. I could give you more techno-speak as to how we solved the problem, but I’ll just assure you that it shouldn’t happen again.
Now a bigger issue is the loss of stats. It’s apparent that a small percentage of players may have lost their stats over the weekend. This is definitely a problem, but not the same as with the PS3. So while you may be reading about some PS3 stats resetting, and how we think we know what’s going on there and working on their fix, that doesn’t translate to the PC...